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Messages - InsanityMoose

Quote from: Geroj on October 16, 2015, 02:05:28 PM
Uranium is radioactive and all colonist in vicinity get "hurt" by it, what I am supposed to do with it? There are containers but they all store only weapons, armors and shells

Chemical protection suit and helmet protects from radiation for a while (suit will take damage). My solution is to make a separate room for urianium mine, centrifuge and reactor with conveyors to automate production, then forbid the doors.

Note: I have a bug with radioactive materials on conveyors, if you save the game with uranium on a conveyor it will be stuck when reloaded. Can be fixed by deconstructing and rebuilding the conveyor part or editing save file.

You can also remove the radioactivity from uranium in the xml, but that takes away from the "fun".
Looks like vancidium refinery was removed in 2.0(?). Here's a patch to get it back if you want it.

[attachment deleted due to age]
Very nice collection of mods, but I seem to have a problem with conveyors. If the game is saved with uranium on a conveyor belt, it gets stuck after reloading. Looks like it's related to radiation damage checks.

Exception ticking A2BBelt2647709: System.NullReferenceException: Object reference not set to an instance of an object

  at SK_Radiation.ItemRAD.CheckDamageRange () [0x00000] in <filename unknown>:0

  at SK_Radiation.ItemRAD.Tick () [0x00000] in <filename unknown>:0

  at Verse.ThingContainer.ThingContainerTick () [0x00000] in <filename unknown>:0

  at A2B.BeltItemContainer.Tick () [0x00000] in <filename unknown>:0

  at A2B.BeltComponent.DoBeltTick () [0x00000] in <filename unknown>:0

  at A2B.BeltComponent.CompTick () [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0

  at A2B.Building_ConveyorBelt.Tick () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Quote from: Owlchemist on October 08, 2015, 07:45:19 AM
Quote from: skyarkhangel on October 08, 2015, 01:48:23 AM
Updated to 2.2e
with next pack of fixes.

Freezing and lags should be gone.

After updating, I'm no longer able to assign cleaning zones, and home zones don't work either for cleaning tasks. So, I have new structures now that are dirty and cannot be cleaned D:

Also, did you remove the collect sand and rubble orders too?

I also can't seem to get anyone to use the petrochemical plant, like to make rubber and plastic. It looks like the tile they stand on to work is inside the machine now, so they can't reach it.

To fix the petrochemical plant, changing interactionCellOffset to (0,0,-2) under <DefName>ChemicalLab</DefName> in Mods\Tech_SK\Defs\ThingDefs\Buildings_Production_Tech.xml should work.